/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// cl_tent.c -- client side temporary entities

#include "quakedef.h"

int			num_temp_entities;
entity_t	cl_temp_entities[MAX_TEMP_ENTITIES];
beam_t		cl_beams[MAX_BEAMS];

sfx_t			*cl_sfx_wizhit;
sfx_t			*cl_sfx_knighthit;
sfx_t			*cl_sfx_tink1;
sfx_t			*cl_sfx_ric1;
sfx_t			*cl_sfx_ric2;
sfx_t			*cl_sfx_ric3;
sfx_t			*cl_sfx_r_exp3;

/*
=================
CL_ParseTEnt
=================
*/
void CL_InitTEnts (void)
{
    cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
    cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
    cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
    cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav");
    cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
    cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
    cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav");
}

/*
=================
CL_ParseBeam
=================
*/
void CL_ParseBeam (model_t *m)
{
    int		ent;
    vec3_t	start, end;
    beam_t	*b;
    int		i;

    ent = MSG_ReadShort ();

    start[0] = MSG_ReadCoord ();
    start[1] = MSG_ReadCoord ();
    start[2] = MSG_ReadCoord ();

    end[0] = MSG_ReadCoord ();
    end[1] = MSG_ReadCoord ();
    end[2] = MSG_ReadCoord ();

    //XYZ
    R_ParticleGunHits(end,TE_LIGHTNING1);

// override any beam with the same entity
    for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
        if (b->entity == ent)
        {
            b->entity = ent;
            b->model = m;
            b->endtime = cl.time + 0.2;
            VectorCopy (start, b->start);
            VectorCopy (end, b->end);
            return;
        }

// find a free beam
    for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
    {
        if (!b->model || b->endtime < cl.time)
        {
            b->entity = ent;
            b->model = m;
            b->endtime = cl.time + 0.2;
            VectorCopy (start, b->start);
            VectorCopy (end, b->end);
            return;
        }
    }
    Con_Printf ("beam list overflow!\n");
}

/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt (void)
{
    int		    type;
    vec3_t	    pos;
    dlight_t	*dl;
    int		    rnd;
    int		    colorStart, colorLength;

    type = MSG_ReadByte ();

    switch (type)
    {
    case TE_WIZSPIKE:			// spike hitting wall
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        R_RunParticleEffect (pos, vec3_origin, 20, 30);
        S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
        break;

    case TE_KNIGHTSPIKE:			// spike hitting wall
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        R_RunParticleEffect (pos, vec3_origin, 226, 20);
        S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
        break;

    case TE_SPIKE:			// spike hitting wall
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();

        R_ParticleGunHits(pos, TE_SPIKE);

        if ( rand() % 5 )
        {
            S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
        }
        else
        {
            rnd = rand() & 3;
            if (rnd == 1)
                S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
            else if (rnd == 2)
                S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
            else
                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
        }
        break;
    case TE_SUPERSPIKE:			// super spike hitting wall
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        //R_RunParticleEffect (pos, vec3_origin, 0, 20);
        //XYZ
        R_ParticleGunHits(pos, TE_SUPERSPIKE);

        if ( rand() % 5 )
            S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
        else
        {
            rnd = rand() & 3;
            if (rnd == 1)
                S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
            else if (rnd == 2)
                S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
            else
                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
        }
        break;

    case TE_GUNSHOT:			// bullet hitting wall
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        //R_RunParticleEffect (pos, vec3_origin, 0, 20);
        //XYZ
        R_ParticleGunHits(pos, TE_GUNSHOT);
        break;

    case TE_EXPLOSION:			// rocket explosion
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        R_ParticleExplosion (pos);
        dl = CL_AllocDlight (0);
        VectorCopy (pos, dl->origin);
        dl->radius = 350;
        dl->die = cl.time + 0.5;
        dl->decay = 300;
        S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
        break;

    case TE_TAREXPLOSION:			// tarbaby explosion
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        R_BlobExplosion (pos);

        S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
        break;

    case TE_LIGHTNING1:				// lightning bolts
        CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
        break;

    case TE_LIGHTNING2:				// lightning bolts
        CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
        break;

    case TE_LIGHTNING3:				// lightning bolts
        CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
        break;

// PGM 01/21/97
    case TE_BEAM:				// grappling hook beam
        CL_ParseBeam (Mod_ForName("progs/beam.mdl", true));
        break;
// PGM 01/21/97

    case TE_LAVASPLASH:
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        R_LavaSplash (pos);
        break;

    case TE_TELEPORT:
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        R_TeleportSplash (pos);
        break;

    case TE_EXPLOSION2:				// color mapped explosion
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        colorStart = MSG_ReadByte ();
        colorLength = MSG_ReadByte ();
        R_ParticleExplosion2 (pos, colorStart, colorLength);
        dl = CL_AllocDlight (0);
        VectorCopy (pos, dl->origin);
        dl->radius = 350;
        dl->die = cl.time + 0.5;
        dl->decay = 300;
        S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
        break;

    default:
        Sys_Error ("CL_ParseTEnt: bad type");
        break;
    }
}


/*
=================
CL_NewTempEntity
=================
*/
entity_t *CL_NewTempEntity (void)
{
    entity_t	*ent;

    if (cl_numvisedicts == MAX_VISEDICTS)
    {
        return NULL;
    }

    if (num_temp_entities == MAX_TEMP_ENTITIES)
    {
        return NULL;
    }
    ent = &cl_temp_entities[num_temp_entities];
    memset (ent, 0, sizeof(*ent));
    num_temp_entities++;

    cl_visedicts[cl_numvisedicts] = ent;
    cl_numvisedicts++;

    ent->colormap = vid.colormap;
    ent->pose1 = ent->pose2 = -1;
    return ent;
}


/*
=================
CL_UpdateTEnts
=================
*/
void CL_UpdateTEnts (void)
{
    int			i;
    beam_t		*b;
    vec3_t		dist, org;
    float		d;
    entity_t	*ent;
    float		yaw, pitch;
    float		forward;

    num_temp_entities = 0;

// update lightning
    for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
    {
        if (!b->model || b->endtime < cl.time)
            continue;

        // if coming from the player, update the start position
        if (b->entity == cl.viewentity)
        {
            VectorCopy (cl_entities[cl.viewentity].origin, b->start);
        }

        // calculate pitch and yaw
        VectorSubtract (b->end, b->start, dist);

        if (dist[1] == 0 && dist[0] == 0)
        {
            yaw = 0;
            if (dist[2] > 0)
                pitch = 90;
            else
                pitch = 270;
        }
        else
        {
            yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
            if (yaw < 0)
                yaw += 360;

            forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
            pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
            if (pitch < 0)
                pitch += 360;
        }

        // add new entities for the lightning
        VectorCopy (b->start, org);
        d = Normalize(dist);

        while (d > 0)
        {
            ent = CL_NewTempEntity ();
            if (!ent) return;
            VectorCopy (org, ent->origin);
            ent->model = b->model;
            ent->angles[0] = pitch;
            ent->angles[1] = yaw;
            ent->angles[2] = rand()%360;

            for (i=0 ; i<3 ; i++)
                org[i] += dist[i]*30;
            d -= 30;
        }
    }

}


